annotate src/video/SDL_gamma.c @ 3474:1edb86163d62

Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Nov 2009 07:22:59 +0000
parents 62d4992e5a92
children 4b594623401b
rev   line source
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1 /*
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2 SDL - Simple DirectMedia Layer
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3 Copyright (C) 1997-2009 Sam Lantinga
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4
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5 This library is free software; you can redistribute it and/or
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6 modify it under the terms of the GNU Lesser General Public
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7 License as published by the Free Software Foundation; either
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8 version 2.1 of the License, or (at your option) any later version.
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9
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10 This library is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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13 Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public
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16 License along with this library; if not, write to the Free Software
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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18
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19 Sam Lantinga
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20 slouken@libsdl.org
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21 */
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22 #include "SDL_config.h"
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23
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24 /* Gamma correction support */
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25
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26 #include "SDL_sysvideo.h"
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27
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28
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29 static void
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30 CalculateGammaRamp(float gamma, Uint16 * ramp)
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31 {
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32 int i;
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33
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34 /* 0.0 gamma is all black */
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35 if (gamma <= 0.0f) {
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36 for (i = 0; i < 256; ++i) {
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37 ramp[i] = 0;
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38 }
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39 return;
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40 } else
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41 /* 1.0 gamma is identity */
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42 if (gamma == 1.0f) {
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43 for (i = 0; i < 256; ++i) {
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44 ramp[i] = (i << 8) | i;
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45 }
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46 return;
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47 } else
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48 /* Calculate a real gamma ramp */
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49 {
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50 int value;
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51 gamma = 1.0f / gamma;
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52 for (i = 0; i < 256; ++i) {
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53 value =
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54 (int) (SDL_pow((double) i / 256.0, gamma) * 65535.0 + 0.5);
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55 if (value > 65535) {
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56 value = 65535;
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57 }
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58 ramp[i] = (Uint16) value;
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59 }
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60 }
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61 }
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62
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63 static void
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64 CalculateGammaFromRamp(float *gamma, Uint16 * ramp)
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65 {
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66 /* The following is adapted from a post by Garrett Bass on OpenGL
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67 Gamedev list, March 4, 2000.
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68 */
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69 float sum = 0.0f;
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70 int i, count = 0;
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71
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72 *gamma = 1.0;
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73 for (i = 1; i < 256; ++i) {
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74 if ((ramp[i] != 0) && (ramp[i] != 65535)) {
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75 double B = (double) i / 256.0;
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76 double A = ramp[i] / 65535.0;
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77 sum += (float) (SDL_log(A) / SDL_log(B));
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78 count++;
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79 }
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80 }
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81 if (count && sum > 0.0f) {
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82 *gamma = 1.0f / (sum / count);
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83 }
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84 }
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85
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86 int
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87 SDL_SetGamma(float red, float green, float blue)
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88 {
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89 Uint16 ramp[3][256];
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90
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91 CalculateGammaRamp(red, ramp[0]);
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92 CalculateGammaRamp(green, ramp[1]);
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93 CalculateGammaRamp(blue, ramp[2]);
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94
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95 return SDL_SetGammaRamp(ramp[0], ramp[1], ramp[2]);
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96 }
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97
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98 /* Calculating the gamma by integrating the gamma ramps isn't exact,
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99 so this function isn't officially supported.
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100 */
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101 int
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102 SDL_GetGamma(float *red, float *green, float *blue)
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103 {
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104 int succeeded;
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105 Uint16 ramp[3][256];
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106
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107 succeeded = SDL_GetGammaRamp(ramp[0], ramp[1], ramp[2]);
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108 if (succeeded >= 0) {
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109 CalculateGammaFromRamp(red, ramp[0]);
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110 CalculateGammaFromRamp(green, ramp[1]);
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111 CalculateGammaFromRamp(blue, ramp[2]);
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112 }
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113 return succeeded;
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114 }
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115
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116 int
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117 SDL_SetGammaRamp(const Uint16 * red, const Uint16 * green,
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118 const Uint16 * blue)
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119 {
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120 SDL_VideoDevice *_this = SDL_GetVideoDevice();
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121 int succeeded;
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122
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123 /* Lazily allocate the gamma tables */
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124 if (!SDL_CurrentDisplay.gamma) {
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125 SDL_GetGammaRamp(NULL, NULL, NULL);
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126 }
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127
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128 /* Fill the gamma table with the new values */
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129 if (red) {
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130 SDL_memcpy(&SDL_CurrentDisplay.gamma[0 * 256], red,
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131 256 * sizeof(*SDL_CurrentDisplay.gamma));
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132 }
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133 if (green) {
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134 SDL_memcpy(&SDL_CurrentDisplay.gamma[1 * 256], green,
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135 256 * sizeof(*SDL_CurrentDisplay.gamma));
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136 }
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137 if (blue) {
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138 SDL_memcpy(&SDL_CurrentDisplay.gamma[2 * 256], blue,
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139 256 * sizeof(*SDL_CurrentDisplay.gamma));
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140 }
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141
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142 /* Try to set the gamma ramp in the driver */
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143 succeeded = -1;
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144 if (_this && _this->SetDisplayGammaRamp) {
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145 if (SDL_GetFocusWindow()) {
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146 succeeded =
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147 _this->SetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma);
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148 } else {
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149 succeeded = 0;
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150 }
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151 } else {
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152 SDL_SetError("Gamma ramp manipulation not supported");
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153 }
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154 return succeeded;
0
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155 }
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156
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157 int
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158 SDL_GetGammaRamp(Uint16 * red, Uint16 * green, Uint16 * blue)
0
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159 {
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160 SDL_VideoDevice *_this = SDL_GetVideoDevice();
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161
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162 /* Lazily allocate the gamma table */
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163 if (!SDL_CurrentDisplay.gamma) {
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164 size_t rampsize = (3 * 256 * sizeof(*SDL_CurrentDisplay.gamma));
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165
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166 SDL_CurrentDisplay.gamma = SDL_malloc(rampsize * 2);
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167 if (!SDL_CurrentDisplay.gamma) {
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168 SDL_OutOfMemory();
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169 return -1;
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170 }
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171 if (_this && _this->GetDisplayGammaRamp) {
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172 /* Get the real hardware gamma */
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173 _this->GetDisplayGammaRamp(_this, SDL_CurrentDisplay.gamma);
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174 } else {
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175 /* Assume an identity gamma */
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176 int i;
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177 for (i = 0; i < 256; ++i) {
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178 SDL_CurrentDisplay.gamma[0 * 256 + i] = (i << 8) | i;
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179 SDL_CurrentDisplay.gamma[1 * 256 + i] = (i << 8) | i;
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180 SDL_CurrentDisplay.gamma[2 * 256 + i] = (i << 8) | i;
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181 }
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182 }
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183 SDL_CurrentDisplay.saved_gamma = SDL_CurrentDisplay.gamma + (3 * 256);
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184 SDL_memcpy(SDL_CurrentDisplay.saved_gamma, SDL_CurrentDisplay.gamma,
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185 rampsize);
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186 }
0
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187
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188 /* Just copy from our internal table */
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189 if (red) {
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190 SDL_memcpy(red, &SDL_CurrentDisplay.gamma[0 * 256],
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191 256 * sizeof(*red));
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192 }
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193 if (green) {
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194 SDL_memcpy(green, &SDL_CurrentDisplay.gamma[1 * 256],
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195 256 * sizeof(*green));
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196 }
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197 if (blue) {
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198 SDL_memcpy(blue, &SDL_CurrentDisplay.gamma[2 * 256],
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199 256 * sizeof(*blue));
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200 }
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201 return 0;
0
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202 }
1895
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203
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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204 /* vi: set ts=4 sw=4 expandtab: */